[x3d-public] Calculations for scenes

John Carlson yottzumm at gmail.com
Thu May 5 15:36:20 PDT 2022

I think it’s up to you to find a niche where you can apply your talents.
Here, we mostly come from tensor programming or linear algebra.   If you
can bring up a website or present a paper or poster at a Web3D Conference
how it would improve X3D.  Or maybe get some time to present at the X3D
working group.

Perhaps look into how Firefox or Chromium can improve 2D layout performance
using your engine?   Everyone’s more interested in concrete, provable
results.  Once your engine gets into web browsers, then think about
exposing it to WebGPU, Vulkan, if not WebGL3.

I remember they used constraints in Motif, but that was mostly in the late
80s and early 90s.

Maybe you could look into the Object Constraint Language (OCL) or SysML?
And people using or standardizing those?


On Thu, May 5, 2022 at 4:57 PM Konstantin Smirnov <
konstantin.e.smirnov at gmail.com> wrote:

> Thanks. Yes, my engine can solve combinatorial and such problems very fast
> I thought it might be good for fast rendering, any improvements. But how
> to get this easy understanding and well approved.. Existing methods, can
> they solve these problems fast and what are possible improvements, that are
> easy to understand and do
> For example, via Ajax we can pass data to engine, improving performance of
> scenes working, any such constraint programming applications?
> D wave quantum isn't available in all countries
> пт, 6 мая 2022 г., 00:29 John Carlson <yottzumm at gmail.com>:
>> Look into HAnim, Rigid Body Physics, Collisions, Volume Rendering,
>> Particle Systems.  Ray Tracing and Ray Marching are pretty standard for
>> finding intersections and computing lighting, and some solutions include
>> gridding or octrees.   I don’t know if there’s a standard for “global
>> illumination” yet.   Things are moving towards PBR solutions.
>> OC, there’s lots of areas to investigate!   Maybe look into quantum
>> lighting effects?   Maybe try to solve hard math problems in quantum
>> computers.
>> It gets a lot easier if you try to focus on one domain instead of generic
>> systems.   Choose what interests you!
>> Im I’m guessing you’re referring to NP solutions to math problems?
>> John
>> On Thu, May 5, 2022 at 4:03 PM Konstantin Smirnov <
>> konstantin.e.smirnov at gmail.com> wrote:
>>> Thanks a lot! Ideas are fast calculations for scene updates, algorithms
>>> of computations that require hard math systems. If there are any, good to
>>> see
>>> чт, 5 мая 2022 г., 23:59 John Carlson <yottzumm at gmail.com>:
>>>> For X3DOM (web), i would focus languages that compile to WebAssembly
>>>> (WASM).   As far as up-and-coming languages that compile to WASM, i think
>>>> Rust is becoming more and more popular.
>>>> I have not focused on WASM, because AFAIK, DOM manipulation must be
>>>> done in JavaScript.
>>>> Updates to this are welcome!
>>>> Good luck!
>>>> John
>>>> On Thu, May 5, 2022 at 3:40 PM Konstantin Smirnov <
>>>> konstantin.e.smirnov at gmail.com> wrote:
>>>>> Hello
>>>>> Suppose we have very fast calculations for scenes. Some math engine
>>>>> How can it be applied to x3dom?
>>>>> Improving scenes, performance
>>>>> For example, constraint programming, which engines are the most
>>>>> popular and powerful and how they can be used for improving performance?
>>>>> Do you know what are the most popular constraint programming engines,
>>>>> are they used for improving performance, in USA also, and how big is the
>>>>> concurrence in this area?
>>>>> _______________________________________________
>>>>> x3d-public mailing list
>>>>> x3d-public at web3d.org
>>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
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